It comes down to DM skill...
A dangerous thing to rely on. You are assuming you are, at all times, smarter and more skilled than your players, and that they will not notice their gilded cage.
And you still haven't explained why your roadside ogre encounter should be found if I decide to go cross-country through the woods. That is definitely making my choices meaningless; if I take an action specifically to avoid encounters, but you make me have the encounters anyway, then my choices mean nothing. And if I get wind of the fact that you are doing it, then there is no incentive for me to try different things, and I start to lose interest in your game. I only have to catch you a couple of times before I start to lose trust in you because I suspect you are nerfing
all of my choices. Note that most players won't say anything, or even necessarily know what the problem is themselves; they just quietly become less engaged. Trust me, this has happened to me as a player more than once.
If only the DM's choices matter, the game is no longer collaborative. The story now belongs to the DM, or the adventure designer.
I also take issue with your assertion that forcing an encounter is
not adversarial, while allowing your players a chance to avoid the encounter
is adversarial.
As for definitions, Courtney Campbell, who coined the phrase "quantum ogre", defines it as "a situation in which the Dungeon Master removes agency* from the players because of his desire for an outcome."
@squeen he chose the phrase specifically because of its similarity to Schroedinger's cat. I can't find his earlier articles, which were a bit disjointed, but his current thoughts can be found
here.
I will add to this that using quantum ogres can also be a lost opportunity to tell players something about your world. For example, if ogres like hills and you teleport them onto the forest road, then your players don't get the chance to learn that ogres like hills.